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Post your screenshots! WIP thread

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Forums > Maps and Mods

27 Dec 14, 23:35
By Jessie
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What a grade-A femme
Eh, I'm not into this kind of thing. Turn it over, the new season of Invert-X is on.

EDIT: It's TWHLevision!
07 Jan 15, 18:36
By Urby
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Rawr!
Ha!
07 Jan 15, 19:55
By Lajron
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Member
More screenies!



09 Jan 15, 00:07
By TJB
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Member
That's looking fairly sexy Lajron.

Some experimentation with texture 'blending' in GoldSrc:



It needs 14 separate textures, and it looks like the terrain in Age of Empires, but I think it actually looks alright. The amount of splitting needed to make it shouldn't really matter too much, as terrain will likely be split more than that anyway into tetrahedrons.
09 Jan 15, 00:47
By Captain Terror
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LOBBY BOY
^ I bet that's an interesting exercise TJB. Plaese distill your knowledge you take into a nice tutorial for us maybe smile - :)

Lajron
Looking good as always m8. I admire your patience how methodical you are at doing everything just right ;p
09 Jan 15, 03:19
By DiscoStu
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Member
I don't doubt it's more flexible than what's normal in GS, but I imagine it grows exponentially with the number of textures you want to use. So it can be a lot of work.
09 Jan 15, 03:48
By Penguinboy
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Haha, I died again!
Surely it's just easier to create a large texture that already has the blending you want baked in?
09 Jan 15, 04:39
By Jessie
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What a grade-A femme
14?... That seems like more than should be necessary for that there. Can thou elaborate how you're using them?
With rotation and negative scales, seems like that should only need about... 5. Maybe 7.
09 Jan 15, 05:43
By TJB
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Member
It probably would be PB if you were only doing this for one map, but I suppose if you ever wanted to build up a large texture library for multiple projects, like perhaps multiple maps across a mod, it might be easier to do it this way, and you could potentially end up with a smaller filesize if you were making large outdoor areas. Like if you had multiple large outdoor areas in the same kind of environment each prebaked texture would probably have to be split into 512x512 squares anyway. This has a set maximum of fourteen textures for any two blended textures, so it might end up being smaller.
In any case the only reason I actually did this was to see if it could be done. I doubt I'll ever actually end up using it in a map.
And the reason it is 14 in this case is because the texture only tiles on opposite edges. Rotation and negative scaling would reduce the number of textures, but it would leave a seam at the edges. You might get away with that depending on the texture though.

Tutorial for CT
The blending can be achieved in Paint.NET by putting each texture on a separate layer, then using the transparency mode of the gradient tool:

Set the primary colour to black, and the secondary to white. Clicking and dragging from left to right on the upper layer causes the left side to be opaque, and the right to be transparent, exposing the layer below.

Example
Lower Layer:


Upper Layer:


Gradient:

Use the cursor position to make sure this is correctly horizontal/vertical and consistent. If you really want to do this method you'll have to do this a few times.

End Result:


Make sure you have each of the textures shown below, then in the map just fit them together like jigsaw pieces:
09 Jan 15, 07:32
By Jessie
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What a grade-A femme
Is it possible to make a texture that tessellates even when rotated, or would that always look a bit dodgy?

Actually, while we're at it, you know how textures that should fit squarely onto a block always have a sliver of the next loop on the very edges? Is there any way to deal with that short of making the texture scale slightly bigger?
(I'd screenshot what I mean, but it didn't work when I tried once and now I'll not bother unless it's needed.) (It's especially prevalent on gradients where one edge is significantly different in colour to the opposite edge.)
09 Jan 15, 23:59
By TJB
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Member
I compensated by just scaling up to around 104% and centering it. I had thought of a way to allow this while still scaling seamlessly, but I haven't gotten around to testing it.
Software mode might fix it, iirc it doesn't blend between pixels. If you move far away from it it might start blurring due to mipmapping though.
Also, four way (or even eight way) tiling should be possible, but for textures such as grass I don't have the skills needed to fix seams so I can't really use it. I could test a method later though to see if someone else wants to use it.

[Edit]
I tried picking one edge and duplicating it so it is the same for each edge so that it tiles even when rotated or reversed.

It does work in the sense that there is no discontinuity between the textures, but the edges are very visible if any rotation or reversal is done. Even if they're not, the corners are still noticeable.
11 Jan 15, 23:31
By ninja defuse
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Member
@up
there are faces hidden in the picture :@

work in progress...

11 Jan 15, 23:59
By DiscoStu
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Member
Aparture?
12 Jan 15, 00:50
By Elliot Lucak
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Member
Ninja doesn't want any lawsuits.
12 Jan 15, 00:58
By Kachito
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Member
What engine is that? That can't be source.
12 Jan 15, 01:15
By TJB
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Member
Probably a render in Blender.
12 Jan 15, 01:19
By Jessie
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What a grade-A femme
become?
12 Jan 15, 06:03
By DiscoStu
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Member
It's bauhaus standard practice.
12 Jan 15, 07:59
By ninja defuse
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Member
Quote:

What engine is that? That can't be source


cycles render engine
21 Jan 15, 16:05
By Dr. Orange
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Member
Just wanted to show this project wich I have worked on for... Since I first heard of Half-Life.


More to come when there is more to show.
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Forums > Maps and Mods

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